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Topic: New Combat Feats! (Read 2576 times)
Incinerator
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Posts: 991
New Combat Feats!
«
on:
May 11, 2021, 11:44:17 PM »
These will be active upon the next restage.
Charge
Prerequisites: Base attack bonus +1.
Benefit: You gain a 5% increase to your movement speed. In addition, you can activate this feat on an enemy you have line of sight to charge that enemy, gaining a 75% movement speed increase and a +2 bonus to your melee attack and damage rolls. You must have an uninterrupted line of effect to the target. This feat has a cooldown of 5 rounds.
Use: Automatic, selected.
Critical Focus
Type of Feat: Combat.
Prerequisite: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits with unarmed strikes, creature weapons, and all melee and ranged manufactured weapons.
Use: Automatic.
Note: This feat replaces Power Critical for all weapons. If you have Power Critical, seek out a DM for a feat swap.
Strike Mastery
Prerequisites: Critical Focus, any Strike feat, 14th-level fighter.
Benefit: When you score within your strike percentile, you can apply the effects of two strike feats.
Normal: You can only apply the effects of one strike feat to a given weapon strike.
Use: Automatic. When a strike feat is selected for use, the effects of the previous selected strike feat continue to function.
Strike Feats
Prerequisites: Base attack bonus (varies), Critical Focus.
Benefit: Whenever you successfully hit a target with a melee weapon attack, you have a chance to inflict an additional effect. The percentage chance depends on your critical threat range with the weapon making the hit:
20: 5%
19-20: 10%
18-20: 15%
17-20: 20%
16-20: 25%
15-20: 30%
14-20: 35%
13-20: 40%
Use: Selected. The character activates the feat (a free action), but strike attempts are automatic as part of attacks. Only one strike feat may be active at once, unless the character possesses the Strike Mastery feat.
Bleeding Strike
Prerequisites: Base attack bonus +11, Critical Focus.
On a successful roll, the target takes an amount of bleed damage equal to the weapon's base damage dice, which lasts for five rounds. No saving throw is permitted. Multiple strikes with this feat stack. Creatures that are immune to critical hits are also immune to the effects of this feat.
Crippling Strike
Prerequisites: Base attack bonus +11, Critical Focus.
On a successful roll, the target must make a Fortitude save or have its movement speed reduced to half for one minute. A successful saving throw reduces the duration to 1d4 rounds. The DC is equal to 10 + your base attack bonus.
Staggering Strike
Prerequisites: Base attack bonus +13, Critical Focus.
On a successful roll, the target must make a Fortitude save or be slowed (as the spell) for 1d4+1 rounds. A successful saving throw reduces the duration to 1 round. The saving throw DC is 10 + your base attack bonus.
Censoring Strike
Prerequisites: Base attack bonus +13, Critical Focus.
On a successful roll, the target must make a Fortitude save or be silenced for 1d4+1 rounds. A successful saving throw reduces the duration to one round. The saving throw DC is equal to 10 + your base attack bonus.
Blinding Strike
Prerequisites: Base attack bonus +15, Critical Focus.
On a successful roll, the target must make a Fortitude saving throw or be permanently blinded. A successful saving throw reduces the effect to a cumulative -1 penalty to attack rolls. The saving throw DC is equal to 10 + your base attack bonus.
Stunning Strike
Prerequisites: Base attack bonus +17, Staggering Strike, Critical Focus.
On a successful roll, the target must make a Fortitude saving throw or be stunned for 1d4 rounds. A successful saving throw reduces this to dazed for one round. The saving throw DC is equal to 10 + your base attack bonus.
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not pointed at you.
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